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Tuesday, March 1, 2016

Re-Designing E-Learning With Effective Collaboration As a Priority---Designing Systemically


 The Nature of the Problem

A couple of comments often heard from students and their parents in the past and even today are the following:

Student: "I go to school all day and we do things that take up time in our day but in the end these things have nothing to do with the real world."

Parent to Teacher:  " Its okay with me if you have my child do all these discovery activities and have him/her make decisions but in the end I want you to tell him/her what they need to know."

If you examine these comments within the context of a society that is becoming more globally connected and precisely the world that young learners will take their place in as adult citizens, you can't help but ask the question:

" Is there a disastrous disconnect here? Are education systems really preparing students for the "real world" that they will actually have to live, contribute and function in or are they being prepared for a world that no longer exists but is faithful to our own memories?

If students are still making such comments, then we are at risk of them completely disconnecting from valuing education and "life long learning".


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Recognizing and admitting that we have a problem are only the first steps. To reestablish the link between education as a relevant activity to preparation for living in a rapidly changing world means that we need to re-design the pedagogy that we use in such a way that the learner can see that what they are doing in their education is consistently connected to people, resources and needs that exist in the real world. We need to stop making excuses to learners that the regimented, conforming and controlling activities that are used in education but never go beyond the four walls of the brick and mortar classroom or even the virtual classroom, is somehow good for them.



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 So, if we are going to involve learners, whether in the learning cultures of business or formal education, in effective collaboration, it has to be personally meaningful and give the learner the opportunity to make valid contributions to real world problems. It is no secret to those who are involved in educating or training learners that learning that is deep and sustainable reaches it potential by having learners actually do tasks where they can collaborate with each other and receive feedback from the outside world. Feedback from the outside world from people who are on the cutting edge of their disciplines is more validating for the learner than feedback from their instructor. It validates that what they are doing is real and has importance in the real world.






Lessons in Sustained Learner Engagement: "The NASA Martian Rover Design Project"

 If we want learners to achieve deeper and more sustainable levels of learning, it is not enough just to dazzle them with a uniquely designed learning experience, we need to have the learner remain engaged. This is where technology can serve our re-designed pedagogy.

One project that demonstrated the importance of this type pedagogy for me was a project titled: "The NASA Martian Rover Design Project" which was an off shoot of a larger initiative called: "The Marsville Project". This was a project that was first started as a result of the terrible Challenger Spacecraft explosion on Jan. 28, 1986. The families wanted to leave a lasting memory of the dedication of seven astronauts to the ideal of exploring space for young people. As a result, the Marsville project was born. This project was geared to the idea of collaboration in the exploration and design of a human habitation on Mars. The exploration focused on all aspects of such an endeavor which included structural design, life support systems, renewable energy production, food, communication systems and of course, the design of a realistic design for a Martian terrain vehicle called a rover.  Unlike other school based projects, this one was a good example of blended E-Learning since it combined in class based project with making connections with NASA personnel who could act as mentors with suggestions about student ideas.

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I worked with students on this project for approximately 11 years. At first we focused on all aspects of the project but quickly discovered that the timelines became tight and the logistics of bringing our innovations to Toronto where over 50 other schools would meet to demonstrate their scientific innovative thinking on the project became a real challenge. As a result the teams decided to specialize on two aspects: design of a Martian Rover and the generation of renewable Mars based energy.



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What I discovered about sustainable engagement and through talking with students amazed me. Here are some results:

  • Students asked why this type of learning that connected them with real scientists who were actually working on such projects was rare and too often a one time event.
  • After, our collaborative teams were formed, the students connected with scientists and included them in their collaborative teams. Although scientists are very busy with their research, many were willing to hear students innovative ideas and give them feedback and even references to easy to understand data and information.
  • After, our teams were introduced to the task of building and programming robotic rovers, my role changed from being the "sage on the stage" to the "guide on the side". Amazingly, the students took over, working collaboratively, accessing information from the Internet, problem solving and communicating with specialists. Intrinsic motivation became the driver for what they were doing. I was the "encourager on the side". There was no need for me to offer external motivators to keep them going.

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On thinking back on this experience, it was one of the most gratifying of my career because what I was observing was what I would term "pure, ongoing learning". Students who felt that school was not the real world changed their minds in our groups because now they were connected to an important task in the world that involved them collaborating with real scientists and receiving meaningful feedback about their ideas.
For two of my students this experience encouraged them to come up with innovative ideas that found real application in the real world. One re-programmed the original program used to guide the robots so that they could navigate a maze of obstacles using different types of light and heat sensors where the other one went on and came up with a new and more cost effective treatment for Malaria.

The question posed by the students is a valid one:

Why is collaboration with the real world just a one time thing and not something that should be an important skillset designed as part of all their courses?


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Next----Specific areas where effective collaboration should be part of the design in E-Learning.
NASA's space shuttle Challenger accident was a devastating tragedy that killed seven astronauts and shocked the world on Jan. 28, 1986. Killed in the accident were Challenger commander Dick Scobee, pilot Michael Smith, mission specialists Judy Resnik, Ronald McNair and Ellison Onizuka, payload specialist Gregory Jarvis and Christa McAuliffe, who was set to become the first teacher in space. - See more at: http://www.space.com/31732-space-shuttle-challenger-disaster-explained-infographic.html#sthash.dZ0X39nF.dpuf
NASA's space shuttle Challenger accident was a devastating tragedy that killed seven astronauts and shocked the world on Jan. 28, 1986. Killed in the accident were Challenger commander Dick Scobee, pilot Michael Smith, mission specialists Judy Resnik, Ronald McNair and Ellison Onizuka, payload specialist Gregory Jarvis and Christa McAuliffe, who was set to become the first teacher in space. - See more at: http://www.space.com/31732-space-shuttle-challenger-disaster-explained-infographic.html#sthash.dZ0X39nF.dpuf

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